blender/release/scripts/modules/rigify/neck.py

345 lines
11 KiB
Python
Raw Normal View History

# ##### BEGIN GPL LICENSE BLOCK #####
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ##### END GPL LICENSE BLOCK #####
# <pep8 compliant>
import bpy
from rigify import RigifyError
from rigify_utils import bone_class_instance, copy_bone_simple
from rna_prop_ui import rna_idprop_ui_prop_get
def metarig_template():
# TODO:
## generated by rigify.write_meta_rig
#bpy.ops.object.mode_set(mode='EDIT')
#obj = bpy.context.active_object
#arm = obj.data
#bone = arm.edit_bones.new('body')
#bone.head[:] = 0.0000, -0.0276, -0.1328
#bone.tail[:] = 0.0000, -0.0170, -0.0197
#bone.roll = 0.0000
#bone.connected = False
#bone = arm.edit_bones.new('head')
#bone.head[:] = 0.0000, -0.0170, -0.0197
#bone.tail[:] = 0.0000, 0.0726, 0.1354
#bone.roll = 0.0000
#bone.connected = True
#bone.parent = arm.edit_bones['body']
#bone = arm.edit_bones.new('neck.01')
#bone.head[:] = 0.0000, -0.0170, -0.0197
#bone.tail[:] = 0.0000, -0.0099, 0.0146
#bone.roll = 0.0000
#bone.connected = False
#bone.parent = arm.edit_bones['head']
#bone = arm.edit_bones.new('neck.02')
#bone.head[:] = 0.0000, -0.0099, 0.0146
#bone.tail[:] = 0.0000, -0.0242, 0.0514
#bone.roll = 0.0000
#bone.connected = True
#bone.parent = arm.edit_bones['neck.01']
#bone = arm.edit_bones.new('neck.03')
#bone.head[:] = 0.0000, -0.0242, 0.0514
#bone.tail[:] = 0.0000, -0.0417, 0.0868
#bone.roll = 0.0000
#bone.connected = True
#bone.parent = arm.edit_bones['neck.02']
#bone = arm.edit_bones.new('neck.04')
#bone.head[:] = 0.0000, -0.0417, 0.0868
#bone.tail[:] = 0.0000, -0.0509, 0.1190
#bone.roll = 0.0000
#bone.connected = True
#bone.parent = arm.edit_bones['neck.03']
#bone = arm.edit_bones.new('neck.05')
#bone.head[:] = 0.0000, -0.0509, 0.1190
#bone.tail[:] = 0.0000, -0.0537, 0.1600
#bone.roll = 0.0000
#bone.connected = True
#bone.parent = arm.edit_bones['neck.04']
#
#bpy.ops.object.mode_set(mode='OBJECT')
#pbone = obj.pose.bones['head']
#pbone['type'] = 'neck_flex'
pass
def metarig_definition(obj, orig_bone_name):
'''
The bone given is neck_01, its parent is the body
eg.
body -> neck_01 -> neck_02 -> neck_03.... etc
'''
arm = obj.data
neck = arm.bones[orig_bone_name]
body = neck.parent
bone_definition = [body.name, neck.name]
bone_definition.extend([child.name for child in neck.children_recursive_basename])
return bone_definition
def deform(obj, definitions, base_names, options):
for org_bone_name in definitions[1:]:
bpy.ops.object.mode_set(mode='EDIT')
# Create deform bone.
bone = copy_bone_simple(obj.data, org_bone_name, "DEF-%s" % base_names[org_bone_name], parent=True)
# Store name before leaving edit mode
bone_name = bone.name
# Leave edit mode
bpy.ops.object.mode_set(mode='OBJECT')
# Get the pose bone
bone = obj.pose.bones[bone_name]
# Constrain to the original bone
# XXX. Todo, is this needed if the bone is connected to its parent?
con = bone.constraints.new('COPY_TRANSFORMS')
con.name = "copy_loc"
con.target = obj
con.subtarget = org_bone_name
def main(obj, bone_definition, base_names, options):
from mathutils import Vector
arm = obj.data
eb = obj.data.edit_bones
bb = obj.data.bones
pb = obj.pose.bones
body = bone_definition[0]
# Create the neck and head control bones
if "head_name" in options:
head_name = options["head_name"]
else:
head_name = "head"
neck_name = base_names[bone_definition[1]].split(".")[0]
neck_ctrl = copy_bone_simple(arm, bone_definition[1], neck_name).name
head_ctrl = copy_bone_simple(arm, bone_definition[len(bone_definition)-1], head_name).name
eb[head_ctrl].tail += eb[neck_ctrl].head - eb[head_ctrl].head
eb[head_ctrl].head = eb[neck_ctrl].head
# Create hinge and socket bones
neck_hinge = copy_bone_simple(arm, bone_definition[0], "MCH-" + neck_name + "_hinge").name
head_hinge = copy_bone_simple(arm, neck_ctrl, "MCH-" + head_name + "_hinge").name
eb[neck_hinge].tail += eb[neck_ctrl].head - eb[neck_hinge].head
eb[neck_hinge].head = eb[neck_ctrl].head
eb[head_hinge].tail += eb[neck_ctrl].head - eb[head_hinge].head
eb[head_hinge].head = eb[neck_ctrl].head
neck_socket = copy_bone_simple(arm, bone_definition[1], "MCH-" + neck_name + "_socket").name
head_socket = copy_bone_simple(arm, bone_definition[1], "MCH-" + head_name + "_socket").name
# Parent-child relationships between the body, hinges, controls, and sockets
eb[neck_ctrl].parent = eb[neck_hinge]
eb[head_ctrl].parent = eb[head_hinge]
eb[neck_socket].parent = eb[body]
eb[head_socket].parent = eb[body]
# Create neck bones
neck = [] # neck bones
neck_neck = [] # bones constrained to neck control
neck_head = [] # bones constrained to head control
for i in range(1, len(bone_definition)):
# Create bones
neck_bone = copy_bone_simple(arm, bone_definition[i], base_names[bone_definition[i]]).name
neck_neck_bone = copy_bone_simple(arm, neck_ctrl, "MCH-" + base_names[bone_definition[i]] + ".neck").name
neck_head_bone = copy_bone_simple(arm, head_ctrl, "MCH-" + base_names[bone_definition[i]] + ".head").name
# Move them all to the same place
eb[neck_neck_bone].tail += eb[neck_bone].head - eb[neck_neck_bone].head
eb[neck_head_bone].tail += eb[neck_bone].head - eb[neck_neck_bone].head
eb[neck_neck_bone].head = eb[neck_bone].head
eb[neck_head_bone].head = eb[neck_bone].head
# Parent/child relationships
eb[neck_bone].parent = eb[neck_head_bone]
eb[neck_head_bone].parent = eb[neck_neck_bone]
if i > 1:
eb[neck_neck_bone].parent = eb[neck[i-2]]
else:
eb[neck_neck_bone].parent = eb[body]
# Add them to the lists
neck += [neck_bone]
neck_neck += [neck_neck_bone]
neck_head += [neck_head_bone]
# Create deformation rig
deform(obj, bone_definition, base_names, options)
bpy.ops.object.mode_set(mode='OBJECT')
# Axis locks
pb[neck_ctrl].lock_location = True, True, True
pb[head_ctrl].lock_location = True, True, True
for bone in neck:
pb[bone].lock_location = True, True, True
# Neck hinge
prop = rna_idprop_ui_prop_get(pb[neck_ctrl], "hinge", create=True)
pb[neck_ctrl]["hinge"] = 0.0
prop["soft_min"] = 0.0
prop["soft_max"] = 1.0
prop["hard_min"] = 0.0
prop["hard_max"] = 1.0
con = pb[neck_hinge].constraints.new('COPY_LOCATION')
con.name = "socket"
con.target = obj
con.subtarget = neck_socket
con = pb[neck_hinge].constraints.new('COPY_ROTATION')
con.name = "hinge"
con.target = obj
con.subtarget = body
hinge_driver_path = pb[neck_ctrl].path_from_id() + '["hinge"]'
fcurve = con.driver_add("influence", 0)
driver = fcurve.driver
var = driver.variables.new()
driver.type = 'AVERAGE'
var.name = "var"
var.targets[0].id_type = 'OBJECT'
var.targets[0].id = obj
var.targets[0].data_path = hinge_driver_path
mod = fcurve.modifiers[0]
mod.poly_order = 1
mod.coefficients[0] = 1.0
mod.coefficients[1] = -1.0
# Head hinge
prop = rna_idprop_ui_prop_get(pb[head_ctrl], "hinge", create=True)
pb[head_ctrl]["hinge"] = 0.0
prop["soft_min"] = 0.0
prop["soft_max"] = 1.0
prop["hard_min"] = 0.0
prop["hard_max"] = 1.0
con = pb[head_hinge].constraints.new('COPY_LOCATION')
con.name = "socket"
con.target = obj
con.subtarget = head_socket
con = pb[head_hinge].constraints.new('COPY_ROTATION')
con.name = "hinge"
con.target = obj
con.subtarget = neck_ctrl
hinge_driver_path = pb[head_ctrl].path_from_id() + '["hinge"]'
fcurve = con.driver_add("influence", 0)
driver = fcurve.driver
var = driver.variables.new()
driver.type = 'AVERAGE'
var.name = "var"
var.targets[0].id_type = 'OBJECT'
var.targets[0].id = obj
var.targets[0].data_path = hinge_driver_path
mod = fcurve.modifiers[0]
mod.poly_order = 1
mod.coefficients[0] = 1.0
mod.coefficients[1] = -1.0
# Neck rotation constraints
for i in range(0, len(neck_neck)):
con = pb[neck_neck[i]].constraints.new('COPY_ROTATION')
con.name = "neck rotation"
con.target = obj
con.subtarget = neck_ctrl
con.influence = (i+1) / len(neck_neck)
# Head rotation constraints/drivers
prop = rna_idprop_ui_prop_get(pb[head_ctrl], "extent", create=True)
if "extent" in options:
pb[head_ctrl]["extent"] = options["extent"]
else:
pb[head_ctrl]["extent"] = 0.5
prop["soft_min"] = 0.0
prop["soft_max"] = 1.0
prop["hard_min"] = 0.0
prop["hard_max"] = 1.0
extent_prop_path = pb[head_ctrl].path_from_id() + '["extent"]'
for i in range(0, len(neck_head)):
con = pb[neck_head[i]].constraints.new('COPY_ROTATION')
con.name = "head rotation"
con.target = obj
con.subtarget = head_ctrl
if i < (len(neck_head)-1):
inf = (i+1) / len(neck_head)
fcurve = con.driver_add("influence", 0)
driver = fcurve.driver
var = driver.variables.new()
var.name = "ext"
var.targets[0].id_type = 'OBJECT'
var.targets[0].id = obj
var.targets[0].data_path = extent_prop_path
driver.expression = "0 if ext == 0 else (((%s-1)/ext)+1)" % inf
else:
con.influence = 1.0
# Constrain original bones to the neck bones
for i in range(0, len(neck)):
con = pb[bone_definition[i+1]].constraints.new('COPY_TRANSFORMS')
con.name = "copy_transform"
con.target = obj
con.subtarget = neck[i]
# Set the controls' custom shapes to use other bones for transforms
pb[neck_ctrl].custom_shape_transform = pb[bone_definition[len(bone_definition)//2]]
pb[head_ctrl].custom_shape_transform = pb[bone_definition[len(bone_definition)-1]]
# last step setup layers
if "ex_layer" in options:
layer = [n==options["ex_layer"] for n in range(0,32)]
else:
layer = list(arm.bones[bone_definition[1]].layer)
for bone in neck:
bb[bone].layer = layer
layer = list(arm.bones[bone_definition[1]].layer)
bb[neck_ctrl].layer = layer
bb[head_ctrl].layer = layer
# no blending the result of this
return None